Weather
Rain, snow, falling leaves or rising embers all over the view, wherever the camera goes. Add it to any entity (Entity → Create Weather makes one); Order says what it falls in front of. In a dark scene it’s lit like everything else, so rain glints near a lantern. Tick Storm for lightning.
Works with: SoundSource (for the sound of the rain or wind); Light (for rain glinting in the dark)
Draws itself (its entity draws at Order 50 unless it has a Sprite, whose order counts).
In a network game, each machine keeps its own entity with this on it: it isn’t sent.
Properties
Section titled “Properties”Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.
kind: one of Rain, Snow, Leaves, Embers = “Rain”. Rain, snow, leaves or embers. (Field: one of its values.)amount: a number = 0.5. How much of it there is, from 0 (none) to 1 (a downpour, a blizzard). Scripts can change it as it plays. (Field: a number.)wind: a number = 0. Sideways speed, in world units a second: positive blows right, negative left. Slants rain and drifts snow. (Field: a number.)speed: a number = 1. How fast it falls (or rises), times its usual speed. (Field: a number.)tint: a color, “#RRGGBB” or “#RRGGBBAA” = “#FFFFFFFF”. Multiplied into its colors: white keeps the usual look (blue-grey rain, white snow, autumn leaves, orange embers). (Field: a color.)order: a whole number = 50. Higher draws on top, like Sprite.Order. The default falls in front of most things. (Field: a number.)storm: true or false = false. Lightning flashes the screen every few seconds, and ThunderSound rumbles a moment later. (Field: on or off.)thunderSound: text = null. Played a moment after each lightning flash, at a slightly different pitch each time. (Only used when storm is on.) (A sound in Assets, e.g. “Sounds/hit.wav”.) (Field: a sound.)
Scripts use it as Weather: its methods, events and values that aren’t saved with the scene.